Hello everyone! Thank you as always for your support.
Let's take a look at this week's progress!
Unfortunately, there will be no demo update this month as I spent the week brainstorming and organizing future plans, which means I didn’t implement any new systems.
I would like to once again set the goal of completing the public demo by the end of 2024. The specific tasks I have in mind are as follows:
- Implement a shared system for all characters: the A-Gauge and D-Gauge (details below)
- Refine Modius's actions: power-up system and charged attacks
- Enhance the practice mode: counter-hit feature, key input saving and replay
- Fix bugs that ruin gameplay, as well as any critical issues
I haven’t given up on implementing online features, but I will completely forget about them while developing the public demo.
To introduce a unique element into the battles, I’m thinking of adding a system shared by all characters. This idea was suggested by Lucky. They’ve created a wonderfully detailed document!

https://docs.google.com/document/d/1uQnwuDenUt2jKCReLXahWZOfGK9ojLLtcYfO1RfKfaI/edit
Since I want Hellversus to be easy for casual players who don’t normally play fighting games, I’ll limit the players’ choices to just selecting their character. My idea involves two gauges: the Defense Gauge and the Attack Gauge.
*Defense Gauge:*

- While guarding, you can use 1 unit of the gauge to perform a Reflect Guard, which knocks the opponent back. The situation after a successful hit is neutral.
- The gauge decreases when guarding the opponent’s attacks.
- When the gauge reaches zero, the player enters a fatigue state for a set amount of time.
- While in the fatigue state, the player cannot guard, and attacks will be treated as counter-hits.
*Attack Gauge:*
- This gauge is used for super arts, as is widely known.
- Using 1 unit of the gauge allows for a Destruction Attack, which leaves the attacker in an overwhelmingly advantageous position on hit.
- When it hits, it forces a guard break on the opponent, allowing for a mix-up opportunity.
I believe having two gauges specialized for offense and defense will help players intuitively understand the system. The existence of the Defense Gauge, in particular, will add risk to the act of continuously guarding, contributing to a more active gameplay flow.
- Fix bugs
- Implement the D-Gauge
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!